So with the interest in my game on the forum, I thought I'd revive this thread to see if anyone can help me with my last stumbling block.
As I mentioned before I'm happily using the frameskip + tweening code at frame rates higher than the 60hz my logic runs at. However, when I introduce a delay of 17ms to ensure that it runs at under 60hz (and the nearest would be 30hz) it seems to jerk nastily. This is my code:
As I mentioned before I'm happily using the frameskip + tweening code at frame rates higher than the 60hz my logic runs at. However, when I introduce a delay of 17ms to ensure that it runs at under 60hz (and the nearest would be 30hz) it seems to jerk nastily. This is my code:
Const FPS:Int = 60 Const FRAMELENGTH:Int = 1000 / FPS Const MAX_FRAMESKIP:Int = 5 Local nextframetime:Double = MilliSecs() Local loops:Int Local tween:Float Repeat ' THE BIG BIT loops = 0 Local ms:Double=MilliSecs() While (ms>nextframetime And loops < MAX_FRAMESKIP) all.update() nextframetime:+ FRAMELENGTH loops:+ 1 Wend tween=Float(ms+FRAMELENGTH-nextframetime)/Float(FRAMELENGTH) Cls all.draw(tween) Until 0